Difference between revisions of "SetNthActiveEffectMagnitude"

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'''Syntax:'''
'''Syntax:'''
  (magnitude:long) reference.SetNthActiveEffectMagnitude whichEffect:long
  (nothing) ''reference.''SetNthActiveEffectMagnitude magnitude:float whichEffect:long
  (magnitude:long) reference.SetNthAEMagnitude whichEffect:long
  (nothing) ''reference.''SetNthAEMagnitude magnitude:float whichEffect:long


Sets the magnitude of the Nth Active Effect on the reference. This changes the magnitude of the Active Effect, not the Effect Item on the Magic Item the ActiveEffect came from. The magnitude of the Active Effect can be different from the Effect Item. This changes what is currently applied to the magic target and leaves the Magic Item it came from alone.
Sets the magnitude of the Nth Active Effect on the reference. This changes the magnitude of the Active Effect, not the Effect Item on the Magic Item the ActiveEffect came from. The magnitude of the Active Effect can be different from the Effect Item. This changes what is currently applied to the magic target and leaves the Magic Item it came from alone.
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*This sets the magnitude applied to the actor, but not the original from the spell.
*This sets the magnitude applied to the actor, but not the original from the spell.
*Active Effects from different sources are counted as unique Active Effects, even if they are the same. For example, a '''Shield''' effect from a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude.
*Active Effects from different sources are counted as unique Active Effects, even if they are the same. For example, a '''Shield''' effect from a potion, a '''Shield''' effect from another potion, and a '''Shield''' effect from a spell, each one will return their own magnitude.
**Untested
**If the Magic Item has 2 of the same effect, they will be counted separately.
**#Do effects from the same source stack into one? That is, if a potion has 2 '''Shield''' effects, will there be 2 Active Effects, each with their own magnitude?
**If the effect is from the same Magic Item (i.e., 2 instances of DrinkAle), it will still count as 2 separate Active Effects.
**#Will the same spell stack? That is, if you cast a '''Shield''' spell on an NPC twice, will there be 2 Active Effects or 1? (If spells don't work that way, potions can be stacked multiple times on the player by applying it as a poison.)
***While counted separately, if there are multiple scripted effects with the same script generally only the first one's data (i.e., Magic Item Index, Caster) will be returned (i.e., GetNthActiveEffectMagicItemIndex, GetNthActiveEffectCaster).
*This function seems to work for some magic effects (Sun Damage), but not others. For example, the Shield magic effect will show an updated magnitude, but won't actually change the defensive bonus.
**It's unclear which effects work, which won't, and why they won't work. Any experiments and mods using this function can help - [http://www.bethsoft.com/bgsforums/index.php?showtopic=779655 just leave a note on the OBSE thread].


==See Also==
==See Also==
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[[Category:Magic Functions]]
[[Category:Magic Functions]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions - Active Effect (OBSE)]]

Latest revision as of 15:06, 21 December 2023

A command for Oblivion Script Extender

Syntax:

(nothing) reference.SetNthActiveEffectMagnitude magnitude:float whichEffect:long
(nothing) reference.SetNthAEMagnitude magnitude:float whichEffect:long

Sets the magnitude of the Nth Active Effect on the reference. This changes the magnitude of the Active Effect, not the Effect Item on the Magic Item the ActiveEffect came from. The magnitude of the Active Effect can be different from the Effect Item. This changes what is currently applied to the magic target and leaves the Magic Item it came from alone.

Notes[edit | edit source]

  • This sets the magnitude applied to the actor, but not the original from the spell.
  • Active Effects from different sources are counted as unique Active Effects, even if they are the same. For example, a Shield effect from a potion, a Shield effect from another potion, and a Shield effect from a spell, each one will return their own magnitude.
    • If the Magic Item has 2 of the same effect, they will be counted separately.
    • If the effect is from the same Magic Item (i.e., 2 instances of DrinkAle), it will still count as 2 separate Active Effects.
      • While counted separately, if there are multiple scripted effects with the same script generally only the first one's data (i.e., Magic Item Index, Caster) will be returned (i.e., GetNthActiveEffectMagicItemIndex, GetNthActiveEffectCaster).
  • This function seems to work for some magic effects (Sun Damage), but not others. For example, the Shield magic effect will show an updated magnitude, but won't actually change the defensive bonus.

See Also[edit | edit source]